Difference between revisions of "NCI Live building"
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===Room 6=== | ===Room 6=== | ||
− | ''Attempting to enter this room | + | ''Attempting to enter this room without a [[grappling hook]] from room 16 or an [[improvised grapnel]] or [[artisanal grapnel]]:'' |
{{blackbox|construction.gif}} | {{blackbox|construction.gif}} | ||
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<br clear=all> | <br clear=all> | ||
− | ''After getting a [[grappling hook]], you only get combat encounters. Encounters begin with:'' | + | ''After getting a [[grappling hook]] or [[improvised grapnel]] or [[artisanal grapnel]], you only get combat encounters. Encounters begin with:'' |
− | You toss up the grappling hook, latch it onto some cross-beams way up there, and shimmy your way on up the rope. Uh-oh, looks like someone's waiting for you at the top! | + | You toss up the grappling hook/improvised grapnel/artisanal grapnel, latch it onto some cross-beams way up there, and shimmy your way on up the rope. Uh-oh, looks like someone's waiting for you at the top! |
===Room 8=== | ===Room 8=== | ||
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Playing it safe isn't exactly your thing, but in this case you probably ought to be prepared with some super-jump option before going down there. | Playing it safe isn't exactly your thing, but in this case you probably ought to be prepared with some super-jump option before going down there. | ||
+ | |||
+ | Maybe you could build yourself a set of boots or something? That army surplus store in Bayside sells some boots, then you'd just need to assemble them with something stretchy. | ||
===Room 35=== | ===Room 35=== |
Latest revision as of 20:13, 4 July 2017
NCI Live building | |
Location: | (Jekyll and) Hyde Park |
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Unlocks: | during Cat and Mick-y Mouse Game |
Combat %: | 80 |
Foe XP range: | |
ID: 55 |
The Mick is somewhere in here. Can you find him before it's too late?
- NCI Live building opens as you approach Rand for the second time during Cat and Mick-y Mouse Game.
- The location includes 35 rooms numbered from left to right, from top to bottom, skipping levels 6 and 7. See schematic below.
- A room can be in one of four states:
- Accessible for visit. Once a certain number of foes are defeated, or non combats are encountered, the way is cleared and the room is no longer available. Marked with
- The room is not accessible yet. Marked with
- Accessible for perpetual visit. You can adventure in this room as much as you want. Marked with
- Room cleared. Marked as an empty square.
- You start with only room 26 available.
- In each of the rooms except special rooms, either a non-combat can occur (same non-combats for the entire building) or a combat. Combats belong to one of three groups, based on the floor.
- Floors 1,2,5 : top management foes
- Floors 6,7 : middle management foes
- Floors 8,9 : basement foes
- Villains can be encountered as usual. Defeating a villain does not count as clearing the room.
Special Encounters
Room 1
What the $%&@^* | ||
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|
Room 2
The Mick | ||
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Item Drops: blue chip, the Mick's sketchy candy, the Mick's Thunderbolt, the Mick's gorilla vest
Experience Gained: scaling
|
Room 3
Return of the Understudy | ||
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|
Room 6
Attempting to enter this room without a grappling hook from room 16 or an improvised grapnel or artisanal grapnel:
There's some kind of construction going on in the floors above you. Most of the area is walled off, but right here there's four floors of empty space up to the top level. It's way too high to climb, or even jump, and the space is too narrow to try flying. There's a lot of metal up at the top, though, if you had something you could hook over it and then climb up.
After getting a grappling hook or improvised grapnel or artisanal grapnel, you only get combat encounters. Encounters begin with:
You toss up the grappling hook/improvised grapnel/artisanal grapnel, latch it onto some cross-beams way up there, and shimmy your way on up the rope. Uh-oh, looks like someone's waiting for you at the top!
Room 8
Not-Okay Corral | ||
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|
office frontiersman | ||
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Item Drops: sharpshooter's rifle, buckskin coat Chip Drops: 85-189 Experience Gained: 135
|
David C. Rockett | ||
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Item Drops: sharpshooter's rifle, buckskin coat, Rockett's coonskin cap Chip Drops: 108-196 Experience Gained: 145
|
Big Adventure | ||
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|
Room 15
Perpetual
Room 16
A Swarm of Staples | ||
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A Duel to the Death! Well, to the Pain | ||
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|
Room 21
Perpetual
Room 23
Before Information Technology's Secret Weapon (with paperclip):
Gonna Let the Elevator Bring Us Down
Hm, the elevator doesn't seem to be working. That's gonna be a problem. They must have locked all the machinery down. You're going to have to find some stairs or figure out how to turn this thing back on.
Room 24
Attica Gets No Respect | ||
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|
office hoplite | ||
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Item Drops: hoplon, hoplite sword Chip Drops: 70-175 Experience Gained: 123
|
Betrayed By the One He Mocked | ||
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Leon Idas | ||
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Item Drops: hoplon, hoplite sword, Leon's beard Chip Drops: 94-165 Experience Gained: 130
|
Room 26
Corporate Insecurity | ||
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|
The Matrix Recoded | ||
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|
ultimate security guard | ||
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Experience Gained: 115
|
Room 31
Information Technology's Secret Weapon (without paperclip) | ||
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|
Information Technology's Secret Weapon (with paperclip) | ||
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|
Room 34
Requires super jumping or you get:
Holy Floors with Holes in Them, <name>!
For about a quarter of a second you consider jumping through the hole in the floor here, but then decide that's a bad idea. For one thing, you don't know how to get back up. What if it's a trap? What if you starve to death down there?
Playing it safe isn't exactly your thing, but in this case you probably ought to be prepared with some super-jump option before going down there.
Maybe you could build yourself a set of boots or something? That army surplus store in Bayside sells some boots, then you'd just need to assemble them with something stretchy.
Room 35
Perpetual
General encounters
Combat
Basement
femaleroom clerk | ||
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Item Drops: throwing pen, spiky heels Chip Drops: 87-145 Experience Gained: 116
|
intimidating janitor | ||
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Item Drops: combat paperclip, epic mop Chip Drops: 88-147 Experience Gained: 117
|
IT drone | ||
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Item Drops: taped glasses, SQUID disc: Brain Computers and You Chip Drops: 87-144 Experience Gained: 115
|
mailroom clerk | ||
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Item Drops: chain links, chain links Chip Drops: 87-145 Experience Gained: 116
|
maleroom clerk | ||
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Item Drops: paper cut gloves, taped glasses, Manly Man energy drink Chip Drops: 87-144 Experience Gained: 115
|
receptionist | ||
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Item Drops: shocker pen, bubble gum, relaxing flats, nail file Chip Drops: 87-144 Experience Gained: 115
|
Middle Management
catfish lawyer | ||
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Item Drops: attache case, business card, chip loafers, legal briefs Chip Drops: 93-154 Experience Gained: 123
|
gonzo accountant | ||
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Item Drops: swingline stapler Chip Drops: 94-157 Experience Gained: 125
|
high-sailing accountant | ||
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Item Drops: eyepatch, red pen, rubber cutlass Chip Drops: 94-157 Experience Gained: 125
|
inept engineer | ||
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Item Drops: SQUID disc: Slacking for Slackers, scorched coffee Chip Drops: 94-155 Experience Gained: 124
|
inHumane Resources harpy | ||
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Item Drops: benefits package, razor claw, razor claw Chip Drops: 96-159 Experience Gained: 127
|
killer printer | ||
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Item Drops: power converter, mangled data plate, data plate, titanium plating, electronic cabling, nanoprocessor, titanium chassis, memory tube Chip Drops: 97-159 Experience Gained: 127
|
paralegal paramour | ||
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Item Drops: relaxing flats, dainty glasses, box of files, alluring business suit Chip Drops: 93-154 Experience Gained: 123
|
Top Management
CEO's secretary | ||
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Item Drops: combat paperclip, alluring business suit, switchboard garrote Chip Drops: 102-169 Experience Gained: 135
|
corporate espionage specialist | ||
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Item Drops: explosive briefing, scavenged death ray, Lil' Jerk Disguise Kit Chip Drops: 102-169 Experience Gained: 135
|
hatchet-handed executive | ||
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Item Drops: hatchet, off-handed hatchet, shrunken head Chip Drops: 100-167 Experience Gained: 133
|
Mr. Stoat | ||
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Item Drops: slick suit, long knife Chip Drops: 100-167 Experience Gained: 134
|
pointy-haired executive | ||
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Item Drops: employee manual, office trebuchet, power tie, staff of meeting Chip Drops: 99-164 Experience Gained: 131
|
professional sycophant | ||
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Experience Gained: 130
|
Noncombat
Petty Theft | ||
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|
Shouldn't This Be At the Casino? | ||
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|
If you somehow manage to enter an already cleared room:
Yeah, Empty Is Still Empty
You've already cleared this zone of baddies. It remains empty.
If you somehow manage to enter an impossible room:
You Want to Go Where, Now?
You're in an office building with a lot of different rooms on a lot of different floors. However, the combination of floor and room you're trying to go to doesn't exist, in this building, at least. Maybe you should double-check that address and make sure you're trying to go to the right place.
Static Villains
Terce | ||
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Item Drops: Terce's memo
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